Escape From Zombie Island 2 ready for public consumption

I've tried the new decrease-cost. I haven't played every far, but it seems it's working, for all three civ, my advances was stopped quite early and fight into a standstill. I can't take buildings because of all the zombies around it, the number has definately increased, they can't take my main buildings, but I can't take their. but I need more time to be sure.
 
Fingers crossed ... my friend can DL and burn onto disc from his work :D

Answering a question posted by Vuldacon ... I would prefer that the 'city locations' are not auto razed ... as it did cause problems in a very early version (the first pbem test) for the Company ... I couldn't win the game because either the 'secret lab' or the 'customer services' building was razed by the Authorities when they went crazy and attacked me.

A question of my own ... Can every faction win the game even if a building is razed?

If there are game win options which are connected to the building existing ... then it may be a good thing to mention in the rules as an aside. :salute:

Reason, I don't think there is a way to stop a player having the option to destroy a city (unless you can disable the 'razing of a city' function)

For King Arthur (as per offer to name a game character...
Spoiler My Character in Game :
You have 2 choices King Arthur ... Werner Ihlenfeld (real name) or Amedeus Zimmerman (name given by adoptive mother when I found her) ... so whatever suits a security man would be fantastic (I really liked pbeming the Company in that early testing/creative fun game)
 
To King Arthur ...

:cry: My mate said he could not DL it for me as it only grants access to my e-mail address ... so I have e-mailed you his contact as I only have dial-up and cannot download the file from home :(
 
Razing cannot be completely eradicated without adding Key Locations (Wonders) to all buildings and that's what's being worked on right now. Despite this a player can still choose to raze or not so I recommend you agree a rule between players in multiplayer games.

All factions can win by regicide or conquest even when buildings are razed.
 
Seems Vuldacon has found out during testing that Wonder placement does not have any bearing on auto-razing. Buildings of size 1 are always razed regardless of wonder or culture.
 
Yes, Size One "cities" will Auto Raze. I set the cities that had size one to size two. The main cause of Auto Razed Cities is "Regicide (All Kings)" setting. With this setting removed and cities above size one, the cities will not be Auto Razed. I have added a New Key Location to every City in the game. These will not change the game because all have the same setting which is simply a tourist attraction that provides 1 culture. They do not have maintenance and were created to try and stop the Auto Razed Cities. Because Cities will Auto Raze even if they have a Wonder if at size one, the new Key locations are not essential. I decided to keep them in because they may prove very helpful as "wonders" that can be altered to benefit any of the cities on the map if "tweaking" the game is required further for any city or faction. I have sent the Changed Files to King Arthur so he can add additions he has been working on and combine what is wanted.
My Personal Opinion is that Regicide (All Kings) is not needed and in fact will cause the premature Death of any faction such as the Farmers. In this game, this type of "Win" is not beneficial to game play. The Auto Razed Cities were a Real Annoying factor so this change should correct the Auto Razing. Just watch out if Drafting or population loss causes a drop to size one because it will mean that the city will be Auto Razed if Captured/Defeated...even if it has a "Wonder" (Key Location).
 
If you want auto and player razing available, maybe the other option would be to have each faction (probably not Zombies) able to establish a colony ... that way an essential resourse/parts that is required could still be 'scavenged' from the ruins/rubble.
 
fe3333au...A Scavenger or Engineer can build a "Colony" unless that has been changed recently.
I believe other than a city of size one, Auto Razed Cities will not happen after the changes that are being applied now. Players have the option to Raze a city any time. We merely want to prevent the Forced Auto Razing that does not allow the player a choice. The only other thing these changes will make as far as game play is that a Faction will not be totally destroyed if their King Unit is Killed. Actually if we think about it, having any Faction totally destroyed if they lose a King Unit does not fit well in this "Modern" Zombie Infested Island scenario.....Especially for the Zombies because they don't have the Brains to follow Leadership in the first place :lol:
 
the only really suffer is Authorities who now depends on conquest but then they have all the heavy weapons so it shouldn't be a problem. I found regicide annoying too, especilly if the last building is pretty important or productive. for example I was go for th research lab last and it alway got destroyed.
 
I had the same problem in a previous version as the Zombies. I had to decide between the Garage and the Retirement home. I took the garage, and only then did I realise that the Retirement home housed 2 sources of Zombie Goo :p
 
fe3333au... Glad you will finally be able to get the Files :)

Virote_Considon and Cloner4000... In a sense, Regicide is still "Conquest" because it kills off the other factions so the Authorities should not be affected any more than the other Factions concerning the Removal of Regicide (All Kings). Auto Razing of any "City" is very annoying and should be the decision of the player.
...I am still searching for the influencing factors as to why even a city of one with a "Great Wonder" (Key Location) is Auto Razed. I believe this has an influencing factor or factors that I have not located yet... normally a city with a Great Wonder is not Auto Razed, even if it is a size one. This was the main Reason for adding what I will call "Generic Wonders" to all cities in the game that are simply named after the "city" they are in. I wrote a generic catch all explanation in the Civilopedia for these (Key Locations) and all say the same thing. This can be changed if anyone has something better for these entries.

The Riot Police and Biker Girl sounds are finished and sent to King Arthur. I would appreciate feedback concerning the units that still need sounds or different ones in your opinions.
... All Civilopedia Entries need to be compared to the Editor settings for units, Buildings and Resources to make sure they are correct and state what they are and do. IF you see any that need correction, please list them.
...Comments concerning Game Play, Unit settings, Graphics, Civilopedia Entries, Unit Sounds and Game sounds are all helpful feedback.
 
@ Vuldacon ... I recall that in the scenario I mentioned in the earlier version pbem ... the building was not auto razed ... the player razed the building himself.

So perhaps buildings with Strategic Wonders cannot be auto-razed.
 
fe3333au... It would be good to evaluate that former Scenario to see the Differences in the Editor and Text Files concerning Wonders. As far as the PediaIcons, all wonders are simply listed under Buildings and the Civilopedia.txt does not separate Wonders as "Strategic Wonders". Any Great Wonder in a City should prevent it from being Auto Razed so there must be entry and setting factors that escape me at the moment as to why Auto Razing occurs at all. Since all Cities now have Wonders to start with, it is just a matter of finding the solution. Ultimately, I prefer that Razing any size city be the decision of the player. This will also make it possible to have size one cities when the game starts without fearing Auto Razing and if Drafting or anything causes a size one city...Auto Razing will not have to be contended with.
...IF you have the way to compare the biq and Civilopedia.txt of that former scenario with this one, that may provide the answer. I believe it is something very simple but because I am still working to complete other things for the Release, I have not been able to Focus on testing and finding the solution. It could be as simple as Wonders requiring particular ediror settings for the game to really recognize them as Wonders. Takes time to set up and test but we will find an answer.
 
Yes. It will prevent autorazing completly. (auto razing only occurs when the city is size 1 and has less than 10 culture)
 
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